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Everything posted by Carnifax
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My Time / Sonic defender has the Fort pet and uses her. Have it permaed because Time defender. Tried the Spiderlings on a Water / Temporal blaster but they were useless without the buffs one would need to keep them alive.
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Hey folks This is back up and running now. Someone filled up my 30Gb disk with parses! Adding a job to murder old ones after 6 months which should make it behave.
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For teammates yep. For you there is build use for this though, being able to go lighter on Acc. 5 Sting of Manticores, including the proc is just 22% acc normally. For other snipes I've to take the stupid Acc/Range/Interrupt to bring that up and skip the proc. You also get 3 procs in -Def & Acc -Def which gives some nice build options (especially coupled with the ATO set, which Corruptors & Defenders should slot 3 + 3 in two powers. Lots of room for a proc or two). Irradiate can take shedloads of the buggers. although that's more useful for a Defender.
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As others have said it lends itself quite well to PBAoE. So any secondary which likes to be in close will do well. My Rad is a Rad / Devices and likes being in close. Quite fun. Corrupter secondaries it should work well with are therefore ones which like being in close : Nature, Rad, Traps, Kin (although I prefer Kin with a faster PBAoE nuke). Trick Arrow would work well too. TA has a great -ToHit power and doesn't really care if its in close or far away. Plus Rad will light Oil Slick for you. They work more reliably (because as they tick health down the next tick has more chance to Scourge). Rad doesn't have this. Only powers which roll to-hit for each DoT tick count. irradiate is a "normal" DoT. One hit check + scourge check at the start, if that hits the DoT and Scourge hit fully. If not they don't. On the plus side it means it doesn't matter if Irradiated mobs go running off or get scattered. The DoT will keep on DoTing. Nor does it trigger "avoid" in the mobs. Rains do, encouraging mobs to run out of it (a bane on my Ice/Fire blaster sometimes). Rad also has the coolest snipe in the game (fight me). Love it so much.
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Quick build lob-up for Build Differently because Messaging doesn't like pasting in from Mids for some stupid reason (also waves to forum) This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Radiation Armor Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-EndRdx/Rchg(5), ImpArm-ResPsi(7) Level 1: Mercurial Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Rchg/HoldProc(37) Level 2: Gamma Boost -- Prv-Absorb%(A), PrfShf-End%(9) Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-EndRdx/Rchg(13), ImpArm-ResPsi(13) Level 6: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17), ImpArm-ResPsi(25), UnbGrd-EndRdx/Rchg(31) Level 8: Radiation Therapy -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(17), Obl-%Dam(19), Erd-%Dam(19), Arm-Dam%(21), ThfofEss-+End%(43) Level 10: Guarded Spin -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(34), SprMghoft-Acc/Dmg/Rchg(46), SprMghoft-Dmg/EndRdx/Rchg(48), SprMghoft-Acc/Dmg/EndRdx/Rchg(48) Level 12: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 14: Beta Decay -- AchHee-ResDeb%(A) Level 16: Eye of the Storm -- OvrFrc-Dam/KB(A), FrcFdb-Rechg%(21), Obl-%Dam(33), HO:Nucle(46), HO:Nucle(47), Erd-%Dam(47) Level 18: Particle Shielding -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(23), DctWnd-Heal/Rchg(23), DctWnd-Heal/EndRdx/Rchg(25) Level 20: Staff Mastery Level 22: Kick -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Max HP%(36), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(37), StdPrt-ResDam/Def+(37) Level 26: Ground Zero -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(27), AchHee-ResDeb%(27), TchofLadG-%Dam(29), Erd-%Dam(29), ShlBrk-%Dam(33) Level 28: Weave -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(39), ShlWal-ResDam/Re TP(39) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Sky Splitter -- Hct-Dam%(A), Hct-Dmg(42), Hct-Acc/Dmg/Rchg(43), TchofDth-Dam%(43), TchofDth-Acc/Dmg(45), PrfZng-Dam%(45) Level 35: Innocuous Strikes -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(39), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Dmg/EndRdx/Rchg(40), SprGntFis-Rchg/+Absorb(40), Empty(42) Level 38: Focused Accuracy -- EndRdx-I(A) Level 41: Meltdown -- GldArm-3defTpProc(A), ImpArm-ResPsi(33), Ags-Psi/Status(34) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(42), Ksm-ToHit+(48) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), DefBuff-I(49), LucoftheG-Def/EndRdx(49) Level 49: Tactics -- RctRtc-Pcptn(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Void Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Knives of Vengeance Radial Superior Ally Level 50: Ageless Radial Epiphany Level 50: Assault Radial Embodiment Level 50: Musculature Radial Paragon Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul ------------
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Intro to Trick Arrow Guide. Looking for feedback.
Carnifax replied to KaizenSoze's topic in Defender
Yep. Confirmed myself too a couple of weeks ago when I was testing what worked well for sapping. Acid was the answer, it makes your end drain about 33% more effective (on the final figure). EMP didn't do anything Ice I think lowered their max end but in-game that was useless (97 end rather than 100). Was expecting more from it. One thing the guide doesn't mention: Ice & Acid are good for proccing -
For pets the rule is kind of "if their power could use the IO type the damage proc will try and fire". For Audrey for example I think two of her attacks do -Def (fling thorns & bite) so a -Def damage proc and Achilles heel will roll to proc on enemies hit by those attacks. So on my plant Storm it's 4 recharge intensive pets, Shield breaker and Achilles. Nothing amazing, you won't be laying -20% -resist to every enemy you see but a nice effect. This is also why -ToHit procs are useful on Dark fluffy, all their attacks (except the hold) do -ToHit. That said, I've parsed fluffy and it's not completely nuts (individual PAs and Phantasm still do way more damage). The pet set auras count for all your pets, as long as theyre reasonably close. The purple chance for buildup. So if you stick it into Fire imps it'll try and fire every time they do damage and it'll boost just that imp. But they all roll individually (really good in PAs too).
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Totally agree with this. I try to avoid duplicating / re-using sets but I had so much fun with Grav/Trick arrow on live I remade them here. Then they got buffed which made it even better. So I ended up making a Trick Arrow/Elec sapping defender. The weird thing is they play differently. Grav/TA is "I'm staying hovering up here, ye go here and now you're all neutered" Trick Arrow/Elec is more "waaaaargh, I'm following the tank into the melee scrum. Point blank arrow to face. Crackle zap". I think it's the TA animations are so quick. Just feels "buttery" to use them. Other debuff sets take aaaaages to do things (waves at Dark). TA is just debuff-debuff-debuffAndNowYoureAllOnFire.
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I'd go "ignore sets, slot for damage 1st then proc it out" 2 Acc/Dam HOs, Hecatomb Dam, Hecatomb purple Proc, Unbreakable Constraint purple proc & Ghost Widow proc for example = "I use you rarely but when I do things die". According to mids that has the edge over 1 Acc IO + 2 purple procs + 3 other procs (GW, Neuronic & Touch of Death). My Water blaster is Temporal but that's roughly what I went for on Future Pain for the same reason (except I had to use melee & fear procs since it doesn't take Hold sets). Water isn't great on single target damage even with double-tap Water Jet (I went 4 Thunderstrikes there, avoiding recharge as much as I could, then Apoc purple and the Glad proc) so a big hard hitting melee attack is useful for tough things like +4 bosses, EBs or AVs.
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Well it was more Heavy over Seismic I was wondering about. As much as I love Hammer Time Seismic is a stronger choice overall (even if the Hold isn't a Mag 4 one-boss-hold like the Controller version).
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Tidal gives a big damage boost to your nuke. It adds extra BASE damage, so that means Buildup (& Gaussians) will boost it even more. It'll also stun everything (if anything survives). So I'd always be taking both. Not sure why the OP didn't take Seismic. It's generally the hardest hitting single target attack both in terms of raw damage and dam/animation. And it's proc friendly (it can take the purple Hold damage proc for example).
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When did "+0 if not stated" become a thing? I've never assumed that, but I do TFs on Réunion and typically with the same folk so I expect the pre-start debate instead.
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Crosspunch is better than GIS. Downside is it can't take ATOs. Looking at my mids build Crit Strikes went into Frost. So Frost opener into Freezing or Frozen Aura.
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Resistance resists resistible resistance debuffs
Carnifax replied to Yomo Kimyata's topic in General Discussion
Yup. Game seems to figure out your total resists first and that's the figure used to resist all the debuffs. And your resist over the cap is debuffed from before the cap is applied (like when you overslot Defense as a buffer) I spent an hour on my Inv stalker with a gang of Wailers in St Martial (lovely people, bit noisy) checking / figuring it out. I'd initially used my Fire tank but they couldn't budge him below the cap. Stalker was a better test because of the 75% cap, my s/l wasn't at 100% uncapped and I could check weakers resists too. -
Request: Chat log parser?
Carnifax replied to Crystal Dragon's topic in Tools, Utilities & Downloads
What are you parsing? My site goes through the chatlogs to do the combat parsing but the first step is stripping out the non-combat chat entries. Originally I was dumping them into another file but I started deleting them instead for privacy reasons -
Why can't I sell Recipes at Vendors any more
Carnifax replied to Carnifax's topic in General Discussion
The Bank said it has some clearance fee associated with it, so if you send me 250 million that should clear it. -
Why can't I sell Recipes at Vendors any more
Carnifax replied to Carnifax's topic in General Discussion
Look you two, I know I'm being dim but not that dim. -
Why can't I sell Recipes at Vendors any more
Carnifax replied to Carnifax's topic in General Discussion
Hmmm. Fair enough, that was a third char (why do I have so many crafted Erads? Was I being markety?) Can't check the original offender because I AHed them instead anyway. I'll assume I was being dim in some way. -
Why can't I sell Recipes at Vendors any more
Carnifax replied to Carnifax's topic in General Discussion
Nope. Bog standard commons. Tried 2 different characters on two different servers. Did /leaveteam just in case. Tried the Vendor in AP and the one in RWZ. "You cannot sell this here" in all cases. Very weird. Still happening even with another char (no, I've no idea why I've so many Eradications either) -
As per title. Pretty sure I used to be able to but logging in today can't get rid of the bloody things. Did something change? How are we supposed to dispose of crappy recipes now then?
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It does have some -dam as well so not useless. Knocking 25/30% off a boss (or AV, they only use their resists to resist -dam not the 85% they get to other debuffs). Also handy to act like a buffer against defense debuffs if you're in close (-ToHit to them is like +Def for you) Mostly I have it for the set bonus and cool swirly FX. It fits my character (troll DJ). I've run whole TFs without realising it's switched off
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This is mine. Specifically built for being tough with no Psi hole. S/L & melee caps there already, but obvious no DDR means they can get stripped. Ageless is there to say "screw all this Def Debuff" for a bit. Focused Accuracy is the same but for -ToHit. Hitting 95% Now that being said there's scope here to replace the 3 attacks I did PROC up with set bonuses (Erad 4 pieces in RI and Ground 0 gives more NRG Def for example). You could also 6-piece Thunder kick for 5% Fire and Cold defense giving you these sorts of figures. Also taking Superspeed over Tactics to give you TF speedrunning capabilities (and a smidge more defense via a tiny set bonus)
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Do, rename it and share it via Steam community. I'd love to see it.
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So I've been trying to map the controller fields to the Steam Deck controller but my biggest issue is even when I map a button to the Steam keyboard it seems to pop up "behind" the game and also triggers the Steam Overlay for some reason. Also currently for some reason the game only runs in Desktop mode. Edit : Now it's happily running in Steam mode. Weird. Anyone know if there's a workaround to get the virtual keyboard working from a button press? If I can get that working I'll try and get a controller layout working well (I think it's possible with either a standard tray layout or a specialised one where powers go into 1234 across 3 trays and the back buttons act as Control and Alt for chording with abxy). *Edit Bit of fiddling I discovered the [...] will work to show the virt keyboard for login. After that whatever binding you've set to keyboard works ingame. So logged in now. Definitely need to tweak things a bit more to control zoom, tab targetting and looking around Edit 2 : I've got the right-hand stick working well as "Look" by setting it to Joystick Mouse with both Touch and Outer Ring both to "right click". Works pretty well. I've shared my current config in the community on Steam but not sure if anyone else can see it to be honest (it's tied to hclaucher.sh so I dunno how Steam would map that to other peoples installs). My current mappings ingame are now : l-stick : move wasd, click to jump abxy : Powers 1,2,3,4 L1, R1 : Q, E (rotate left / right) L2, R2 : Tab, F (for Follow) Rear Buttons : Powers 5,6,7,8 Dpad Left/Right : 9,0 Dpad Up/Down : Ctrl, Shift r-stick : Look (mouse + right mouse held down) Left trackpad : Mouse with click as l-click Right trackpad : Currently trying to get it to work as zoom in-out. Right trackpad click : Min/Max zoom (End and Home as two actions, no idea if it'll work) L-menu : Show Keyboard R-menu : Escape